Power Core "A long time ago, this facility was powered by using a single Core. Now, the Power comes from elsewhere.. Asset 10 Players, S11S" Updated - Version 3.1 is available, ran through what Rifte Gifle said and thought a few things did need changing. Amended the spawns and made it less likely to be a chieftan and a camo brute. Also removed all flame grenades, camo brutes now have a mauler and a radar jammer. My Comments Power Core is a unique Asset map. Due to it's inferior size compared to Dune Asset maps, Power Core is everything when it comes down to Originality in Asset. It stands out because of three simple things: It's built in the skybox. It's only playable on a small area of the map yet it plays amazingly well. The Power Core itself is a key feature in the map. The Power Core is a cylindrical shape passing through both levels of the map. It uses switch mechanisms and timed spawnings to eventually open a doorway which allows Virgil (the asset) and the ODSTs to escape via the hornet. Pictures Spoiler Dorment Pictures Top Brute Spawn / Coil Spawn Sniper Spawn Staircase Base of Power Core Active Pictures Base of Power Core Staircase Top Hornet airpad Power Core Download link: Power Core v3.1 Gametype: Asset V2
Not much to say besides the design of this map is incredibly unique unlike other Asset maps, its forging is seamless, and the gameplay was really exciting. The center core is absolutely insane and works incredibly well. After testing this, I've loved it ever since. I hope to see some smaller asset maps in the future as this one has launced a whole new view of Asset. Incredible work Steve!
This is finally up! I must of played about 10 games on this! Outstanding map! Did you fix assholes getting onto the roof?
Yeah, thats fixed. I've also put a better prevention in place to stop people dropping down to the hornet.. turns out it was possible.. So yeah, i think ive got that done now... Also, brute chieftans spawn was broken, i didnt even know o.0 Make sure you guys download V2.
Looks very epic to play on it ! Your power core are amazing , he are perfectly forged . I f you still need tester i want test it !
This map looks amazing. I was wondering when it was going to come out when I saw it in the map preview. It's probably one of the smaller asset maps I've seen, but it looks like it plays well. I'm going to have to try this out sometime.
Suggestions/Complaints -You should have EIGHT respawn points in the regular brute tunnel. -You can't have a teleporter leading from the brute main spawn area and go straight to the camo brute. I felt the camo brutes were extremely overpowered especially with the flame grenades. What you should have done is have the camo brute spawn in its own tunnel type thing with a single respawn point in it, making for random spawns. Also, don't have 2 flame grenades. They're ridicilously overpowering, especially in such a close quarters environment such as this map. Just have one set to 45-60 second respawn, and have the camo the same as it. Set the mauler to 10 second insta respawn, but have 0 extra clips. -People often got stuck in the grav lift after the door moved. -The fuel rod was fairly overpowering. Make it so that it does not spawn at astart, and lower down to 1 extra clip. -Add more weapons for the regular brutes. 8 or more spikers is for sure. -The brute chieftain hammer. I couldn't pick it up for some reason because it was underground... Also, DO NOT have the chieftain on instant respawn. Set it to 120 or so seconds, and do the same with the grav hammer. Other comments Very neat map, the fusion coil switch is beautiful, but there were quite a few flaws with the map, especially the chieftain being on instant. Just wait a bit in there, influence the spawns and everyone will become a (grunt chieftain).
Thanks for your comments man, i've been waiting for your feedback on it With the brute spawn system, i felt it would be a better idea allowing people to choose their class.. it just makes it a little more interesting for the brutes. Overall, i wanted a very biased map towards the brutes as it usually seems to favour ODSTs on other maps ive played. Did you download v2? because i had a problem with the chieftan spawn system originally, for some reason the tubes keep moving upwards out the floor. Also, the door thing should be fixed enough so if someone is silly enough to jump when running through the doorway they can slide across it and get free. Finally, ive found a few floors of my own. Mainly the drop down trick the asset can do from top to hornet pad. Its really annoying because i have no budget, but im still finding ways to edit the map. I suppose this is stage 2 really of my testing, the map is playable, but it still needs work. Thanks again for your comments though
I would really like to get a game on this, I was looking forward to playing it when you first posted the preview, steve, and I still haven't played on it. I'll download, and the next time me, rifte or stealth hosts an asset party, ill be sure to get this one played and reviewed. Great job, and sorry for the late post.
After a long, lonnggg wait. Power Core v3 has finally been completed. I've removed all problematic areas. The drop down from top to hornet pad is only possible as the asset and is very tricky (really not worth the risk because if the asset fails, they lose their round) And the asset can be shot at from the brute camo spawn anyway... Added more respawn points in the crypt for the brutes. And thanks for interest ROFLNinja, sorry about the late reply Made the CPU longer respawn Made the fuel rod cannon not spawn at start removed flame grenades removed the option to go to camo spawn The fight is a little more balanced now, and it will be much easier for the ODSTs to protect the asset.
I looked at this a while ago and never really noticed what it was. Now I understand and looks amazing. The core idea is just amazingly unique and nothing like I have seen before.
And I'll be waiting . I already have a whole bunch of maps set to download right now, I'll get this one later. But maybe you should change the gametype, Asset is kind of old now...
Is the map forged in the crypt and are those tubes geomerged with the ground? If so, flip the tube pieces around so that the object teardrop is not geomerged. You cannot geomerge an object's teardrop otherwise the object will push back up.